Traditional fantasy roleplaying games

Weapons quick reference

Here is a weapons quick reference PDF. Some properties are also keyed to training and mastery (as described in the recently posted warrior class). When I used these rules in person, I found it invaluable to have everything on a single, easy to reference piece of paper.

For ease of reference, I have also included the rules contained in the PDF below.

All weapons deal one die of damage. Attack rolls are penalized by four with untrained weapons. Mastered weapons deal an extra point of damage. Some weapon options only become available with training or mastery.

Weapon Properties

2DTH

Roll two dice for damage and take the highest result (2DTH stands for “2 Dice, Take Highest”).

Interposing

Opponents must make a saving throw to get past the weapon and make an attack. If this saving throw is failed, a die of damage is sustained.

Riposte

Enemies that miss the wielder with a melee strike and roll a natural five or less on the attack roll take a die of damage.

Stun

A successful hit requires the enemy to make a saving throw in addition to the standard damage inflicted. If that saving throw is failed, the enemy may not take an action during the next turn. Stuns are only effective against enemies of the same size or smaller than the weapon wielder.

Volley

Up to six shots (roll a die) may be taken in a single round, though the targets are determined randomly.

Crossbows

There are no penalties for using a crossbow without training. There are also no benefits gained from training or mastery. Given this ease of use, the crossbow is a weapon for the masses, and is renowned for its value against heavily armored troops. As such, crossbows are often controlled munitions, and will usually be forbidden to all other than those in official uniforms.